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- Sat 24 Sep 2016, 00:42#58883
Rated, like it specially the particles effects for the jump and the metroid feel on it, but the jump button I felt it weird, for what I have see when players test my game It will be better to make it jump with the "w" key instead of space it feels more natural. Also the sound is pretty loud jajaja

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Gelo wrote:Rated, like it specially the particles effects for the jump and the metroid feel on it, but the jump button I felt it weird, for what I have see when players test my game It will be better to make it jump with the "w" key instead of space it feels more natural. Also the sound is pretty loud jajaja

but it's pretty cool overall

Thank you Gelo!

How I ended up to make jump button to be space was that you play using WASD and mouse and all the games (I think) which has the same controls, jump button is space and it feels more natural for me. But you got test players behind you so I get it serious! Tho your game where is jumping, is pretty basic platformer and jumping is better be up, "W", "Z" or "X". But I think I'll make different controls to choose, that might be the best Hahah sorry about that, it's certainly not a game to play with speakers volume 100% (or even 50%?)

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How I ended up to make jump button to be space was that you play using WASD and mouse and all the games (I think) which has the same controls, jump button is space and it feels more natural for me. But you got test players behind you so I get it serious! Tho your game where is jumping, is pretty basic platformer and jumping is better be up, "W", "Z" or "X". But I think I'll make different controls to choose, that might be the best Hahah sorry about that, it's certainly not a game to play with speakers volume 100% (or even 50%?)

Yeah at the end that's the best thing jajaja different control settings

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- Fri 30 Sep 2016, 08:04#58927
It is a week when I released the TUNDMATU Demo on Gamejolt ( http://gamejolt.com/games/tundmatu/192044 ) and the game is going quite well, at least when comparing my other game releases and how much I have advertised it.

Game was 6 days on the front page in "hot games" (Popular indie games, sorted by Hotness.) and now it's place 11 in there. Someone even made let's play about it! (2 times exactly because first video made my game looks pretty bad and unnecessarily buggy, but let's player was pretty nice to make another video about it when I asked (begged) him to do so and after I made little update for the game https://www.youtube.com/watch?v=6yHruYwxVks ).

Here is some stats:Views672 Plays143Ratings 8 (3 Perfecto, 4 Great and 1 Good)Followers12

So thanks to everyone who has been rated, followed, commented or supported the game some other ways! You have helped me a lot!

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- Fri 14 Oct 2016, 19:15#59095
If you don't have anything to do in the weekend, try Tundmatu demo (http://gamejolt.com/games/tundmatu/192044) and write here your thoughts about the demo and weekly/monthly reports Every feedback is good and welcome!

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If you don't have anything to do in the weekend, try Tundmatu demoEvery feedback is good and welcome!

The interesting thing about it is that it really feels like an alien world, the atmosphere of the game is really good. But to be honest it get old quickly. Fighting the same creatures with the same weapon among the same walls while listening the same song looping... It was pretty smart to design the level sandbox-like and let the player go around in any direction and find the modules to be able to get to new unexplored areas of the level, but the actual level is not interesting enough to make this work and there is no clue what we are supposed to do really. After a minute there was nothing to keep me interested really but I did play it through.

So that's an other thing, somehow you need to let the players know they need to and can find modules on the map.Maybe, we could have the modules already but we need some sort of power from crystals or creatures to get them online.Or instead of landing, we should crash on the planet and make the modules land somewhere else or the creatures took it and just let the player know at the beginning in a dialog, some modules is missing and need to find it.

In my opinion, what this game need is a linear level design to continuously introduce new things to the player to keep it interesting and a mission. Even though our primary mission/cover story is to get to the planet and gather resources for the scientist on earth, but once we arrive something unexpected should happen and this mission should become secondary for us. For example, we crash on the planet, loose the modules, being attacked...etc something should go wrong that we need to fix first or loose something that we need to get back or protect our self against alien attacks, anomalies...etc

I can see lot of opportunity in the concept but as it stands right now, it isn't fun to play to be honest. It need a lot more to make it actually worth playing.But I'm pretty much burnt out on games really, there is only a few games in the world I was enjoy playing in the past years so when I say "it not fun", it maybe just me so don't take my word for it but I wanted to be completely honest with you because the concept, that art and the atmosphere of the game is pretty good I can see potential in it.

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- Sat 15 Oct 2016, 11:54#59106
Thank you ddabrahim for a very good comment!

Game genre is metroidvania, so there will be lot of backtracking and exploring. Game is about to find new stuff like weapons, secret places and beating huge bosses. so it might get boring for people who don't play the genre. Thought the demo don't show all of it's potential what I have design.

So that's an other thing, somehow you need to let the players know they need to and can find modules on the map.Maybe, we could have the modules already but we need some sort of power from crystals or creatures to get them online.Or instead of landing, we should crash on the planet and make the modules land somewhere else or the creatures took it and just let the player know at the beginning in a dialog, some modules is missing and need to find it.

You are absolutely correct about that. That is my mistake, because I will add cutscenes and more story about travelling to the planet in the final version of the game so everything makes sense, but I was too excited to share the demo... (What I have to learn is to be more patience to show my games ). I will release new demo when I get everything as I wanted to (I need a pixel artist to make cutscenes). And I think that the map you can look pressing "f" is not clear right now to show where you can go and where not, because I think people who has played that game have confused where they should go.

In my opinion, what this game need is a linear level design to continuously introduce new things to the player to keep it interesting and a mission. Even though our primary mission/cover story is to get to the planet and gather resources for the scientist on earth, but once we arrive something unexpected should happen and this mission should become secondary for us. For example, we crash on the planet, loose the modules, being attacked...etc something should go wrong that we need to fix first or loose something that we need to get back or protect our self against alien attacks, anomalies...etc

Yes there will be more than the demo shows!

I try to learn from every feedback to make my game better, so I thank you again for this good comment! And This kind of comments are 100 times better than comments, which praise the game and don't say anything negative about it.

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- Sat 15 Oct 2016, 14:05#59109
Good, this demo is a very good start Ok, some thoughts:

I'm wondering what the crystals are for... there will be equipment/upgrades to buy? Maybe they should regenerate slowly or just by a smaller fraction than the first time you find them, so you'll search for and be happy to find a new "crystal-mine" for the first time, and not simply return to the same room with three crystal-things for free

The first boss, that rock-ball, is very easy, maybe adding a jump attack to the boss pattern, or constantly random falling blocks...

The metroidvania style open world is well implemented in my opinion, and it's semi-linear already, as every other way is "blocked" at the beginning except for the one that unlocks the wall-jumping as some other rooms containing bonuses and a room that unlocks other rooms, etc., it's OK for me.

There is a "bug" in the map position, from the room with the save capsule and three bats, go to the right (the room before the mantis boss), the map will mark the save room while you stand in the left edge.

Not sure if it's unintentional, but you can do a triple jump if you let the player fall from a platform, then you can do a simple jump in mid-air, and then you can activate the jets.